//MIT License
//
//Copyright(c) 2020 Goodman Tao
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files(the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions :
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.


#include "ActorController.h"


static void Construct(void *_pThis, va_list* pvlArgs)
{
	ActorController* pThis = _pThis;

	Actor** ppActor = va_arg(*pvlArgs, Actor * *);
	IBuilderActor* pBuilder = va_arg(*pvlArgs, IBuilderActor*);
	bool* pRet = va_arg(*pvlArgs, bool*);

	bool bTmp = false;
	pBuilder->Call(pBuilder, "BuildType", &bTmp);
	if (!bTmp)
	{
		*pRet = false;
		return;
	}
	pBuilder->Call(pBuilder, "BuildGender", &bTmp);
	if (!bTmp)
	{
		*pRet = false;
		return;
	}
	pBuilder->Call(pBuilder, "BuildFace", &bTmp);
	if (!bTmp)
	{
		*pRet = false;
		return;
	}
	pBuilder->Call(pBuilder, "BuildCostume", &bTmp);
	if (!bTmp)
	{
		*pRet = false;
		return;
	}
	pBuilder->Call(pBuilder, "BuildHairStyle", &bTmp);
	if (!bTmp)
	{
		*pRet = false;
		return;
	}

	pBuilder->Call(pBuilder, "CreateActor", ppActor);
}

////////////////////////////////////////////////////////////////////////////
//

__CONSTRUCTOR(ActorController)
{
	return __Inst(__TYPE(ActorController), 0, NULL, 1, 0,
		__METHOD(Construct));
}
